A free print-and-play from a guy on BoardgameGeek.com, this is a great RPG for playing during school/work, because it's designed to be stealthy. You can fight the legions of the undead, beat down cultists, and tackle stonegiants, all while appearing utterly studious and working.

This game is seriously great. My very first runthrough used up literally 3 hours and 45 minutes of my school day, and ended up with Clark (my resident leather-wearing, brass knuckle-wielding badass) racking up the Undead kills like nobody's business, and also a pretty neat-looking Dungeon:

It's also a great general-purpose timewaster, like most games. You don't even need to play it in stealth mode for it to be enjoyable (you could even use actual dice).

The only real downside I've come across is that ranged-based characters tend to get really screwed over by the DunGen system, since the average room size is 4 squares. Still, easily fixable. Just adjust the room size table to something more grandiose and you're good to go.

Last edited by Olothontor on Tue Jan 11, 2011 9:14 pm, edited 1 time in total.

Also, as a sidenote: feel free to use this thread as a place to dump your Pocket Dungeon mods, expansion sets, and other related minutiae. I'd love to see what a more-than-healthy dose of your average BrikWarrior will do to this game.

Begin with an empty room at the "entrance" to the Dungeon, and create an exit on the opposite end of the graph space (generate the room as per usual, with random doors and size, but no monsters or treasure). From there, scale normally, bust heads and load up on the gear. When you reach room #30 (or whatever the boss room is, it depends on the version you're playing), multiply the number of tiles in the room by 11, so that you have a nice amount of space with which to confront your boss battle. From there, fill it with whatever you like (for instance, a Boss room in an Undead themed Dungeon might have catacomb-esque offshoot rooms of one or two squares each with chests, traps, and monsters in them). After defeating the boss, go back and open all the doors you didn't open along your dungeon crawl, but for each room generated in this way, don't generate any new doors. Then, proceed to the exit, ???, and profit!

But that's just the way I do it. I'm also toying with the idea of Dwarf Fortress-style adventure logs. If well done, it could provide for both comic and serious moments, and be altogether great reads. May or may not try this tomorrow at school.

EDIT: In addition, I'm tossing about the concept of a co-op runthrough mode with a friend. Here's my proposal for a co-op PD mod so far:

Each player makes a supporting character of a different class, and then use a Deluxe sheet for both the space and slightly lengthier Dungeon scale system. Up the room size table by a decent amount, and then use the "hard" rules on the monsters to compensate for the two PCs.
That also conveniently fixes the ranged combat bug.
Also, treasure chests could possibly gen two items instead of one. Or you could leave it as-is and simply divvy it up between the PCs. Either way would work there.

Alternatively, monsters could simply be rolled up by both players instead of just upping their difficulty, so there could potentially be 8 critters in a room. I feel like that would get crowded real fast, though, even with the larger rooms.

If anyone playtests this or has any helpful tweaks, don't hesitate to let me know, I'd love to hear about it.

My issue is more than none of the cheerleaders would let me ONTO the bus, let alone let me talk to them. So really, I'd have a busload of cheerleaders, but only be able to stare. As long as I'm not doing anything else... POCKET DUNGEON TIME.

So really it's an ironic and eternal circle. All roads lead to the Pocket Dungeon. Resistance is futile. You will be assimilated.